AI War:Zenith Auto Bomb

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Auto Bomb
Suicidal unit destroys itself when attacking in order to deal focused area damage to enemies.
Part of the Zenith Remnant

Note that the Attack Range of 0 is correct, the Autobomb will explode when it reaches melee range of its target.
The Autobomb will then damage up to 10 enemies that get caught in the Autobomb's explosion.
Each ship caught in the explosion (up to the limit of 10) will take full damage as listed.
As the Autobomb destroys itself on its first attack, the Autobomb does not have a DPS value.


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
192 Energy Bomb Close-Combat Sniper Shots Minor Electric Ammo Tractor Beams Reclamation Nuclear Explosions 2 Polycrystal


Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship Damage Ship Cap Damage Ship Cap HP Abilities
I 82x10 0 - 780 0 184 100 820 dmg 157,440 dmg 149,760 Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100
II 162x10 0 - 1,570 0 184 100 1620 dmg 311,040 dmg 301,440 Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100
III 244x10 0 - 2,350 0 184 100 2440 dmg 468,480 dmg 451,200 Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100
IV 326x10 0 - 3,140 0 184 100 3260 dmg 625,920 dmg 602,880 Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100
V 408x10 0 - 3,900 0 184 100 4080 dmg 783,360 dmg 748,800 Absorbs EMPs Target Seek Range 2,000 Armor Piercing 100


Mark Knowledge Metal Cost Crystal Cost Total Cost Energy Cost Build Time Cap Metal Cost Cap Crystal Cost Cap Total Cost Cap Energy Cost Cap Build Time
I -- 20 80 100 10 00:00:01 1,920 7,680 9,600 960 00:01:36
II 2,500 40 160 200 20 00:00:02 3,840 15,360 19,200 1,920 00:03:12
III 4,000 80 320 400 20 00:00:03 7,680 30,720 38,400 1,920 00:04:48
IV Adv Fac 120 480 600 20 00:00:04 11,520 46,080 57,600 1,920 00:06:24
V Core Fab 160 640 800 20 00:00:06 15,360 61,440 76,800 1,920 00:09:36

How to use in your fleet

Autobombs are about as close as you can to firing a continuous storm of warheads without getting an AIP increase, and are also as cheap as Neinzuls. Their health will ensure a likely hit against a collection of fleet ships in a small area - although one should note that Missile Frigates are immune to this kind of AOE damage. To spearhead an assault, one should line up Space Docks (or Neinzul Enclave Starships) against a hostile wormhole coupled with enough Engineers and resources, then FRD into the other side. Your fleet can then clean up the Missile Frigates and Starships that are left.

For a user's experience, see this thread: http://www.arcengames.com/forums/index.php/topic,8690.0.html

How to counter when in the AI fleet

A good network of Gravitational Turrets plus a Force Fields will hold these at bay for a while. It may be worth unlocking mark-II or III Gravs if you find that they're still making it through. Their hull-type means that Fighters actually do the most damage: just make sure to keep them at max range.

There isn't much one can do on the offense unless you have corresponding unlocks (Spire Gravity Drainers, Spider Bots (engines), Neinzuls and Raptors (outrun), etc.). Sending an initial cannon fodder fleet, especially with ships that are faster than Autobombs, can work to minimise their impact. It may be an idea to try to trick Autobombs into going for your fodder, although GUDare reports that they will preferentially target your Flagship-line and other such valuable assets.




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Experimental: Beam StarshipWarbird Starship

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Core Guard Posts: Core Arachnid Guard PostBooster Guard PostElectric Guard PostHeavy Beam Guard PostCore Implosion Drone Guard PostLeech Guard PostCore Missile Guard PostNeinzul Melee Guard PostNeinzul Spawner Guard PostRiot Control Guard PostSentinel Guard PostCore Spire Shield Sphere Guard PostZenith Bombard Guard PostZenith Fortress Guard Post

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